2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
16 * Protypes for weapon stuff.
29 #define WIF_PLACABLE 1 // can be placed by level designer
31 typedef struct weapon_info {
32 sbyte render_type; // How to draw 0=laser, 1=blob, 2=object
33 sbyte persistent; // 0 = dies when it hits something, 1 = continues (eg, fusion cannon)
34 short model_num; // Model num if rendertype==2.
35 short model_num_inner; // Model num of inner part if rendertype==2.
37 sbyte flash_vclip; // What vclip to use for muzzle flash
38 sbyte robot_hit_vclip; // What vclip for impact with robot
39 short flash_sound; // What sound to play when fired
41 sbyte wall_hit_vclip; // What vclip for impact with wall
42 sbyte fire_count; // Number of bursts fired from EACH GUN per firing. For weapons which fire from both sides, 3*fire_count shots will be fired.
43 short robot_hit_sound; // What sound for impact with robot
45 sbyte ammo_usage; // How many units of ammunition it uses.
46 sbyte weapon_vclip; // Vclip to render for the weapon, itself.
47 short wall_hit_sound; // What sound for impact with wall
49 sbyte destroyable; // If !0, this weapon can be destroyed by another weapon.
50 sbyte matter; // Flag: set if this object is matter (as opposed to energy)
51 sbyte bounce; // 1==always bounces, 2=bounces twice
52 sbyte homing_flag; // Set if this weapon can home in on a target.
54 ubyte speedvar; // allowed variance in speed below average, /128: 64 = 50% meaning if speed = 100, can be 50..100
56 ubyte flags; // see values above
58 sbyte flash; // Flash effect
59 sbyte afterburner_size; // Size of blobs in F1_0/16 units, specify in bitmaps.tbl as floating point. Player afterburner size = 2.5.
61 /* not present in shareware datafiles */
62 sbyte children; // ID of weapon to drop if this contains children. -1 means no children.
64 fix energy_usage; // How much fuel is consumed to fire this weapon.
65 fix fire_wait; // Time until this weapon can be fired again.
67 /* not present in shareware datafiles */
68 fix multi_damage_scale; // Scale damage by this amount when applying to player in multiplayer. F1_0 means no change.
70 bitmap_index bitmap; // Pointer to bitmap if rendertype==0 or 1.
72 fix blob_size; // Size of blob if blob type
73 fix flash_size; // How big to draw the flash
74 fix impact_size; // How big of an impact
75 fix strength[NDL]; // How much damage it can inflict
76 fix speed[NDL]; // How fast it can move, difficulty level based.
77 fix mass; // How much mass it has
78 fix drag; // How much drag it has
79 fix thrust; // How much thrust it has
80 fix po_len_to_width_ratio; // For polyobjects, the ratio of len/width. (10 maybe?)
81 fix light; // Amount of light this weapon casts.
82 fix lifetime; // Lifetime in seconds of this weapon.
83 fix damage_radius; // Radius of damage caused by weapon, used for missiles (not lasers) to apply to damage to things it did not hit
84 //-- unused-- fix damage_force; // Force of damage caused by weapon, used for missiles (not lasers) to apply to damage to things it did not hit
85 // damage_force was a real mess. Wasn't Difficulty_level based, and was being applied instead of weapon's actual strength. Now use 2*strength instead. --MK, 01/19/95
86 bitmap_index picture; // a picture of the weapon for the cockpit
87 /* not present in shareware datafiles */
88 bitmap_index hires_picture; // a hires picture of the above
89 } __pack__ weapon_info;
91 #define REARM_TIME (F1_0)
93 #define WEAPON_DEFAULT_LIFETIME (F1_0*12) // Lifetime of an object if a bozo forgets to define it.
95 #define WEAPON_TYPE_WEAK_LASER 0
96 #define WEAPON_TYPE_STRONG_LASER 1
97 #define WEAPON_TYPE_CANNON_BALL 2
98 #define WEAPON_TYPE_MISSILE 3
100 #define MAX_WEAPON_TYPES 70
102 #define WEAPON_RENDER_NONE -1
103 #define WEAPON_RENDER_LASER 0
104 #define WEAPON_RENDER_BLOB 1
105 #define WEAPON_RENDER_POLYMODEL 2
106 #define WEAPON_RENDER_VCLIP 3
108 #define MAX_PRIMARY_WEAPONS 10
109 #define MAX_SECONDARY_WEAPONS 10
111 //given a weapon index, return the flag value
112 #define HAS_FLAG(index) (1<<(index))
114 // Weapon flags, if player->weapon_flags & WEAPON_FLAG is set, then the player has this weapon
115 #define HAS_LASER_FLAG HAS_FLAG(LASER_INDEX)
116 #define HAS_VULCAN_FLAG HAS_FLAG(VULCAN_INDEX)
117 #define HAS_SPREADFIRE_FLAG HAS_FLAG(SPREADFIRE_INDEX)
118 #define HAS_PLASMA_FLAG HAS_FLAG(PLASMA_INDEX)
119 #define HAS_FUSION_FLAG HAS_FLAG(FUSION_INDEX)
121 #define HAS_CONCUSSION_FLAG HAS_FLAG(CONCUSSION_INDEX)
122 #define HAS_HOMING_FLAG HAS_FLAG(HOMING_INDEX)
123 #define HAS_PROXIMITY_FLAG HAS_FLAG(PROXIMITY_INDEX)
124 #define HAS_SMART_FLAG HAS_FLAG(SMART_INDEX)
125 #define HAS_MEGA_FLAG HAS_FLAG(MEGA_INDEX)
127 #define CLASS_PRIMARY 0
128 #define CLASS_SECONDARY 1
130 #define LASER_INDEX 0
131 #define VULCAN_INDEX 1
132 #define SPREADFIRE_INDEX 2
133 #define PLASMA_INDEX 3
134 #define FUSION_INDEX 4
135 #define SUPER_LASER_INDEX 5
136 #define GAUSS_INDEX 6
137 #define HELIX_INDEX 7
138 #define PHOENIX_INDEX 8
139 #define OMEGA_INDEX 9
141 #define CONCUSSION_INDEX 0
142 #define HOMING_INDEX 1
143 #define PROXIMITY_INDEX 2
144 #define SMART_INDEX 3
146 #define SMISSILE1_INDEX 5
147 #define GUIDED_INDEX 6
148 #define SMART_MINE_INDEX 7
149 #define SMISSILE4_INDEX 8
150 #define SMISSILE5_INDEX 9
152 #define SUPER_WEAPON 5
154 #define VULCAN_AMMO_SCALE 0xcc163 //(0x198300/2) //multiply ammo by this before displaying
156 #define NUM_SMART_CHILDREN 6 // Number of smart children created by default.
158 extern weapon_info Weapon_info[];
159 extern int N_weapon_types;
160 extern void do_weapon_select(int weapon_num, int secondary_flag);
161 extern void show_weapon_status(void);
163 extern sbyte Primary_weapon, Secondary_weapon;
165 extern ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS];
166 extern ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS];
168 //for each Secondary weapon, which gun it fires out of
169 extern ubyte Secondary_weapon_to_gun_num[MAX_SECONDARY_WEAPONS];
171 //for each primary weapon, what kind of powerup gives weapon
172 extern ubyte Primary_weapon_to_powerup[MAX_SECONDARY_WEAPONS];
174 //for each Secondary weapon, what kind of powerup gives weapon
175 extern ubyte Secondary_weapon_to_powerup[MAX_SECONDARY_WEAPONS];
177 //flags whether the last time we use this weapon, it was the 'super' version
178 extern ubyte Primary_last_was_super[MAX_PRIMARY_WEAPONS];
179 extern ubyte Secondary_last_was_super[MAX_SECONDARY_WEAPONS];
181 extern ubyte SecondaryOrder[], PrimaryOrder[];
182 extern void InitWeaponOrdering(void);
184 extern void auto_select_weapon(int weapon_type); //parm is primary or secondary
185 extern void select_weapon(int weapon_num, int secondary_flag, int print_message,int wait_for_rearm);
186 extern void weapon_toggle_bomb(void);
188 extern char *Primary_weapon_names_short[];
189 extern char *Secondary_weapon_names_short[];
190 extern char *Primary_weapon_names[];
191 extern char *Secondary_weapon_names[];
192 extern int Primary_ammo_max[MAX_PRIMARY_WEAPONS];
193 extern ubyte Secondary_ammo_max[MAX_SECONDARY_WEAPONS];
194 extern sbyte Weapon_is_energy[MAX_WEAPON_TYPES];
196 #define HAS_WEAPON_FLAG 1
197 #define HAS_ENERGY_FLAG 2
198 #define HAS_AMMO_FLAG 4
199 #define HAS_ALL (HAS_WEAPON_FLAG|HAS_ENERGY_FLAG|HAS_AMMO_FLAG)
201 //-----------------------------------------------------------------------------
208 extern int player_has_weapon(int weapon_num, int secondary_flag);
210 //called when one of these weapons is picked up
211 //when you pick up a secondary, you always get the weapon & ammo for it
212 int pick_up_secondary(int weapon_index,int count);
214 //called when a primary weapon is picked up
215 //returns true if actually picked up
216 int pick_up_primary(int weapon_index);
218 //called when ammo (for the vulcan cannon) is picked up
219 int pick_up_ammo(int class_flag,int weapon_index,int ammo_count);
221 extern int attempt_to_steal_item(object *objp, int player_num);
223 //this function is for when the player intentionally drops a powerup
224 extern int spit_powerup(object *spitter, int id, int seed);
228 extern void rock_the_mine_frame(void);
229 extern void smega_rock_stuff(void);
230 extern void init_smega_detonates(void);
231 extern void tactile_set_button_jolt (void);
234 * reads n weapon_info structs from a CFILE
236 extern int weapon_info_read_n(weapon_info *wi, int n, CFILE *fp, int file_version);